Mobile device interface for online games

ABSTRACT

The present disclosure generally relates games and applications in general and in particular to computer-implemented online games playable on mobile devices.

CLAIM OF PRIORITY

This application claims the benefit of priority to U.S. patentapplication Ser. No. 12/823,021, entitled “MOBILE DEVICE INTERFACE FORONLINE GAMES,” filed on Jun. 24, 2010, which is hereby incorporated byreference herein in its entirety.

TECHNICAL FIELD

The present disclosure generally relates to games and applications ingeneral and in particular to computer-implemented online games playableon mobile devices.

BACKGROUND

In many games, there is a virtual world or some other imagined playingspace where a player/user of the game controls one or more playercharacters (herein “character,” “player character,” or “PC”). Playercharacters can be considered in-game representations of the controllingplayer. As used herein, the terms “player,” “user,” “entity,” and“friend” may refer to the in-game player character controlled by thatplayer, user, entity, or friend, unless context suggests otherwise. Thegame display can display a representation of the player character. Agame engine accepts inputs from the player, determines player characteractions, decides outcomes of events and presents the player with a gamedisplay illuminating what happened. In some games, there are multipleplayers, wherein each player controls one or more player characters.

In many computer games, there are various types of in-game actions thata player character can make within the game. For example, a playercharacter in an online role-playing game may be able to interact withother player characters, build a virtual house, attack enemies, go on aquest, go to a virtual store to buy/sell virtual items, etc. A playercharacter in an online poker game may be able to play at specifictables, place bets of virtual currency for certain amounts, play or foldcertain hands, play in a online poker tournament, etc.

Internet users typically access online games using browser clients(e.g., Firefox, Chrome, Internet Explorer, etc.). Many mobile clientsystems (e.g., cellular phones, personal digital assistants, computertablets, etc.) can access and run various computer games. Some mobilesystems can access the Internet, allowing the user to play online games.Mobile client users typically access online games using browser clientsor using custom applications for accessing the game.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates an example of a game interface for an online gameaccessed by a browser client.

FIG. 2A illustrates an example of a game interface for an online gameaccessed by a mobile client system.

FIG. 2B shows a flowchart illustrating a process for accessing in-gameactions on a mobile game interface.

FIG. 3 depicts a schematic of a system and data flow.

FIG. 4 illustrates an example network environment.

FIG. 5 illustrates an example computer system architecture.

DESCRIPTION OF EXAMPLE EMBODIMENTS Game Systems

In an online game, players control player characters (PCs), a gameengine controls non-player characters (NPCs), game elements, and othergame features, and the game engine also manages player character state.A player character can engage in one or more in-game actions, whereinthe game actions may effect game state. As used herein, the term “playercharacter state” can refer to one or more in-game characteristics of aplayer character, such as location, assets, levels, condition, health,status, inventory, skill set, name, orientation, affiliation, specialty,and so on. As used herein, the term “game state” can refer to one ormore in-game characteristics of any in-game element, including playercharacter state, NPC state, virtual item state, game feature state, gameenvironment state, etc.

A game event may be an outcome of an engagement, a provision of access,rights and/or benefits, or the obtaining of some assets (e.g., health,money, strength, inventory, land, etc.). A game engine determines theoutcome of a game event according to a variety of factors, such as thegame rules, a player character's in-game actions, player characterstate, game state, interactions of other player characters, and randomcalculations. Engagements can include simple tasks (e.g., plant a crop,clean a stove), complex tasks (e.g., build a farm, run a café), or otherevents.

An online game can be hosted by a game networking system 320, which canbe accessed over any suitable network with an appropriate client system330. A player may have a game system account on game system 320, whereinthe game system account can contain a variety of information about theplayer (e.g., the player's personal information, player character state,game state, etc.). In various embodiments, an online game can beembedded into a third-party website. The game can be hosted by thenetworking system of the third-party website, or it can be hosted ongame system 320 and merely accessed via the third-party website. Theembedded online game can be hosted solely on a server of game system 320or using a third-party vendor server. In addition, any combination ofthe functions of the present disclosure can be hosted on or providedfrom any number of distributed network resources. For example, one ormore executable code objects that implement all or a portion of the gamecan be downloaded to a client system for execution.

Virtual Currency

In various embodiments, players within the game can acquire virtualcurrency. In such games, the virtual currency might be represented byvirtual coins, virtual cash, or by a number or value stored by theserver for that player's benefit. Such virtual currency represents unitsof value for use in the online game system, and is analogous to legalcurrency. Virtual currency can be purchased in one or more actual cashor credit transactions by a player, where the legal currency istransferred using a credit/debit/charge card transaction conveyed over afinancial network. In some embodiments, a player may earn virtualcurrency by taking action in the game. For example, a player may berewarded with one or more units of virtual currency after completing atask, quest, challenge, or mission within the game. For example, afarming game might reward 10 gold coins each time a virtual crop isharvested.

In some embodiments, virtual currency can be used to purchase one ormore in-game assets or other benefits. For example, a player may be ableto exchange virtual currency for a desired level, access, right, or itemin an online game. In one embodiment, legal currency can be used todirectly purchase an in-game asset or other benefit. The player canselect the desired in-game asset or other benefit. Once the necessaryselections are made, the player can place the order to purchase thein-game asset or other benefit. This order is received by the gamesystem 320, which can then process the order. If the order is processedsuccessfully, an appropriate financial account associated with theplayer can be debited by the amount of virtual currency or legalcurrency needed to buy the selected in-game asset or other benefit.

In some embodiments, multiple types of virtual currency may be availablefor purchase from the game system operator. For example, an online gamemay have virtual gold coins and virtual cash. The different types ofvirtual currency may have different exchange rates with respect to legalcurrency and each other. For example, a player may be able to exchange$1 in legal currency for either 100 virtual gold coins or $2 in virtualcash, but virtual gold coins may not be exchanged for virtual cash.Similarly, where in-game assets and other benefits can be purchased withvirtual currency, they may have different exchange rates with respect tothe different types of virtual currency. For example, a player may beable to buy a virtual farmhouse for $10 in virtual cash, but may notpurchase the virtual farmhouse for virtual gold coins alone. In someembodiments, certain types of virtual currency can be acquired byengaging in various in-game actions while other types of virtualcurrency can only be acquired by exchanging legal currency. For example,a player may be able to acquire virtual gold coins by growing andselling virtual crops, but can only acquire virtual cash by exchanginglegal currency.

Harvest Mechanic

In various embodiments, an online game can include a series ofuser-initiated in-game actions that comprise a harvest mechanic. Theharvest mechanic generally has two components: a set of initiatingactions and a set of collecting actions. In an initiating action, aplayer may “click” or otherwise interact with an element of the onlinegame to initiate the harvest mechanic. In some games, multiple clicks orother actions may be necessary to complete the initiating action. Forexample, a player may have to click on a stove to clean it and clickagain to prepare ingredients and initiate cooking virtual food. Inanother example, a player may have to click on land to plow it and clickagain to plant seeds and initiate growing virtual crops.

Once the initiating action is complete, the online game may begin aprocessing action, wherein the game state of the element is modified bythe game system during some time period. The time period can range fromseconds to days, depending on the game system. For example, the gamesystem may require an hour for virtual food to get cooked, or it mayrequire three days for a virtual crop to grow. During the processingaction, the player may be able to cancel the processing action, therebyresetting the entire harvest mechanic sequence. During the processingaction, the player may also be able to interact with the element. Forexample, the player could add spice to his virtual food while it iscooking, or the player could add fertilizer to his virtual crops whilethey are growing. These interactions may or may not have an in-gameeffect on the element. In some embodiments, there is no processingaction, and the collecting action is accessible immediately after theinitiating action is complete. In other embodiments, the processingaction is instantaneous.

After the processing action is complete, the game system can alter thegame state of the element. At this point, the collecting action may beavailable. In a collecting action, a player may click or otherwiseinteract with the element to complete the harvest mechanic. For example,a player may have to click on the fully-cooked virtual food to serve it.In another example, a player may have to click on fully-grown crops toharvest them. In some games, multiple clicks or other actions may benecessary to complete the collecting action.

Once the collecting action is complete, the harvest mechanic may bereset with respect to that game element. In some embodiments, the playermay have to click or otherwise interact with the element to reset theharvest mechanic. In other embodiments, the harvest mechanic may resetautomatically once the collecting action is complete. Once the harvestmechanic is reset, the initiating action may be available again for thatgame element.

Two detailed examples of the harvest mechanic follow.

FarmVille Example

In one embodiment, a user controls a player character on a virtual farmin Zynga's FarmVille online game. The player (via his player character)can build and maintain the virtual farm. The player can plants seeds,which grow into crops, which can be harvested to earn virtual currency.Animals and trees can also be purchased and can also be raised andharvested for profits.

To grow crops, a player must first select a plot of land to plow. Whenthe player clicks on the plot of land, his player character will moveover to the plot of land and plow it. Once the player character finishesplowing the land, the player can select a type of seed to plant (e.g.,pumpkin, wheat, etc.). Each type of seed indicates its cost in virtualcurrency and the time necessary for it to grow into a harvestable crop.For example, raspberry seeds have a two hour growth time and cost 20virtual coins. Watermelon seeds have a four day growth time and cost 130virtual coins. The player can then click on the land, and his playercharacter will move to the plot of land and plant the seeds, therebycompleting the initiating action. The player's game account is alsodebited by the amount of virtual coins needed to buy the seeds.

Once the seeds are planted, the processing action begins, and the gameengine indicates that the seeds are growing. By clicking on the growingcrop, the player can view how much time is remaining in the processingaction.

Once the growth time has elapsed, the processing action will end and thegame engine will modify the crops into fully-grown harvestable crops.The player can then click on the crops to harvest them and sell them forvirtual coins. For example, raspberries yield 46 virtual coins per plotand watermelons yield 348 coins. This completes the collecting action.

If the crop is not harvested within a specific time, it will wilt andmust be plowed again, unless the unwither feature is applied. Forexample, pumpkins will grow in 8 hours. If the pumpkins are notharvested within 16 hours of planting, they will wither and die, and theplayer will not be able to harvest them for virtual coins, unless theunwither feature is applied. To gain access to the unwither feature, theplayer may spend legal currency to buy virtual cash, which can then beused to buy the unwither feature.

Café World Example

In another embodiment, a user controls a player character in a virtualcafé in Zynga's Café World online game. The player (via his playercharacter) can build and maintain the virtual café. The player canprepare and cook virtual food, serve it to virtual customers (NPCs), andbuild and modify the virtual café.

To prepare food, a player must first select a dirty stove. When theplayer clicks on the stove, his player character will move to the stoveand clean it. Once the player character finishes cleaning the stove, theplayer can select the Dish Menu to choose the type of dish to prepare(e.g., pumpkin pie, cheesecake, soup, hamburgers, etc.). Each type ofdish indicates its cost in virtual currency and the time necessary forit to cook into a servable dish. For example, cheeseburgers have a 5minutes cooking time and cost 15 virtual coins. Cheesecake has a 12 hourcooking time and costs 400 virtual coins. The player can then click onthe stove and his player character will move to the stove and begincooking. The player's game account is also debited by the amount ofvirtual coins needed to buy the dish. Depending on the dish, the playermay have to click one or more additional times to prepare ingredientsfor the dish. The initiating action to begin cooking will be completeonce the player character has prepared the appropriate number ofingredients.

Once the dish begins cooking, the processing action begins, and the gameengine indicates that the dish is cooking. By clicking on the cookingdish, the player can view how much time is remaining in the processingaction. The player can also click on the cooking dish to cancel the dishand reset the harvest mechanic for that stove.

Once the cooking time has elapsed, the processing action will end andthe game engine will modify the dish into a fully-cooked virtual dishthat can be served. The player can then click on the cooked dish, whichcauses the player character to pick up the dish and move it to a servingcounter. Serving the dishes is done automatically by the game engine,which controls waiters (NPCs), who serve the dishes to the virtualcustomers and thereby earn virtual coins. For example, a dish ofcheeseburgers yield 52 virtual coins and cheesecake yields 1640 virtualcoins. Moving the dish to the serving counter completes the collectingaction and resets the harvest mechanic for that stove. After the dish isserved, the game engine will indicate that the stove is dirty. If thedish is not served within a specific time, it will rot and the stovewill have to be cleaned again, resetting the harvest mechanic.

Game Interfaces

FIG. 1 illustrates an example of a webpage-based game interface for anonline game accessed by a browser client 110 (e.g., Firefox, Chrome,Internet Explorer, etc.). In various embodiments, a user of a clientsystem 330 can use a browser client 110 to access the online game overthe Internet (or other suitable network). The game interface 170illustrated in FIG. 1 may be automatically generated and presented tothe user in response to the user visiting or accessing the gameoperator's website or a third-party's website from client system 330with a browser client 110. Game system 320 can transmit data to clientsystem 330 allowing it to display game interface 170, which is typicallysome type of graphic user interface. For example, the webpage downloadedto client system 330 may include an embedded call that causes clientsystem 330 to download an executable object, such as a Flash .SWFobject, which executes on client system 330 and renders the game withinthe context of the webpage. Other interface types are possible, such asserver-side rendering and the like. Game interface 170 is configured toreceive signals from the user via client system 330. For example, theuser can click on game interface 170, or enter commands from a keyboardor other suitable input device. The game engine can respond to thesesignals to allow game play. The display of game interface 170 can changebased on the output of the game engine, the input of the player, andother signals from game system 320 and client system 330.

The game interface 170 can display various game components, such as thegame environment, options available to the player (e.g., in-gameactions, preferences, settings, etc.), game results, etc. Somecomponents of the game interface may be static, while others may bedynamic (e.g., changing with game play). The user may be able tointeract with some components (e.g., player character 101, NPCs, etc.)and not interact with other components (e.g., the background of thevirtual world, such as the virtual street or sidewalk). The user cancontrol player character 101 and cause player character 101 to engage inspecific in-game actions or activities by providing input to gameinterface 170.

In the example online game illustrated in FIG. 1, the user controlsplayer character 101 in a virtual café in Zynga's Café World onlinegame. Game interface 170 shows the virtual café and various componentsof the café. Player character 101 can move around the café to interactwith various elements of the café, such as the virtual stoves 120 andvirtual serving counters 130. The user can click on (or otherwiseactivate) various aspects of the game interface to provide instructionsto the game engine. For example, by clicking on the virtual stove 120,the user can cause player character 101 to move over to the stove and tobegin preparing a dish. Once the dish if fully-cooked, the user canclick on the virtual stove 120, causing player character 1010 to takethe prepared dish from stove 120 and to move it to a serving counter130.

The user can also click on various icons in game interface 170 toactivate various game options. For example, if the user clicks on one ofthe icons in option bar 160, the game engine will alter the gameinterface 170 to present the user with options for buying and sellingvirtual items for use in the virtual café. For example, the player couldbuy or sell virtual furniture, appliances, décor, windows, etc.Similarly, the user can click on other icons in option bar 160 to accessother game options.

One skilled in the art would appreciate that FIG. 1 is presented merelyas an example of an embodiment of one type of online game and that thepresent disclosure is intended to encompass a variety of game types,including gambling games, role-playing games, puzzle games, etc.

Game Interfaces on Mobile Devices

A player of an online game may want to have access to a particularonline game on both an internet client system and a mobile clientsystem. For example, a user may want to play an online role-playing game(e.g., Zynga's Café World) from his desktop computer while at home andfrom his cellular phone while travelling. Many mobile client systemshave browser clients with the ability to access webpages on theInternet. However, certain limitations of mobile client systems (e.g.,size, limited memory, limited data transfer rates, etc.) may make itdesirable to a use a specially designed game interface to access thegame from mobile client systems that accommodates these limitations.

FIG. 2A illustrates an example of a game interface for an online gameaccessed by a client system 330 over a mobile network. FIG. 2B shows aflowchart illustrating a process for accessing various in-game actionson mobile game interface 215. The game interface 215 may be provided ina structured document and processed by a mobile browser of a clientsystem, or may be provided by a dedicated client application hosted onthe mobile device itself.

FIG. 2A illustrates a client system 210 that is a smart phone, howeverany mobile client system may be used (e.g., cellular phones, personaldigital assistants, computer tablets, etc.). In various embodiments, auser of mobile client system 210 can use a browser client or otherapplication to access an online game over a mobile network (or othersuitable network). The mobile game interface 215 illustrated in FIG. 2Amay be automatically generated and presented to the user in response tothe user visiting or accessing the game operator's website, athird-party website, or executing an application on mobile client system210. Mobile game interface 215 operates analogously to game interface170. For example, the user can click, touch, or otherwise interact withmobile game interface 215 to select various in-game actions to performat step 265. If this in-game action is available, the game engine canperform the action at step 280.

In various embodiments, mobile game interface 215 may limit the in-gameactions and other options available to the user. For example, in FIG.2A, the user controls his player character in a virtual café in Zynga'sCafé World online game. Unlike game interface 170 in FIG. 1, which showsthe entire virtual café, mobile game interface 215 only shows certaincomponents from the virtual café. Specifically, FIG. 2A shows arepresentation of the stoves 120 from FIG. 1. The user can interact withthe stoves to initiate certain in-game actions. For example, by clickingon virtual stove 220's action button 225, the user can cause his playercharacter to begin preparing a dish. Or by clicking on virtual stove240's action button 245, the user can cause his player character toserve a prepared dish.

In some embodiments, certain in-game actions, such as the harvestmechanic, may be restricted or otherwise unavailable. These areso-called “restricted in-game actions.” Game system 320 can cause one ormore in-game actions to be restricted in-game actions when the onlinegame is played on game interface 215. For example, in FIG. 2A, only the“serve” option may be available through mobile game interface 215, whilethe “clean” and “prepare” options may be disabled. To activate theserestricted in-game actions, the user may have to access the online gameon the Internet through a browser client 110. In one embodiment, one ormore restricted in-game actions can be enabled or activated from mobilegame interface 215 if the user exchanges some amount of virtual currencyor legal currency. For example, the “prepare” action may be a restrictedin-game action on mobile game interface 215, but the user can pay $5 invirtual cash to enable a single use of the action on that interface.

In some embodiments, certain in-game actions may be available whenaccessing mobile game interface 215 that are not available whenaccessing game interface 170. These in-game actions may allow the userto perform certain in-game actions more conveniently or quickly. Theseare so-called “convenience in-game actions.” For example, a user playingZynga's Café World on mobile client system 210 may have a plurality ofvirtual stoves with dishes that are prepared and ready to serve.Normally, the user would have to click on each stove individually tohave his player character perform the serve action for each dish.However, mobile game interface 215 may give the user the option to clickon one button that causes the game engine to serve all dishes that arecurrently ready to serve. In one embodiment, one or more conveniencein-game actions can be activated only if the user exchanges virtualcurrency or legal currency. For example, the “serve” action may normallyrequire the user to click on each stove with a ready dish on mobile gameinterface 215, but the user can pay $2 in legal currency to cause thegame engine to serve all dishes that are currently ready to serve.

To access restricted in-game actions or convenience in-game actions, thegame system can first determine whether the selected action is availableat step 275. If the selected in-game action is available, the gameengine can perform the action at step 280. However, if it is notcurrently available, game system 320 can then determine whether the usermay purchase access to the in-game action by exchanging virtual currencyor legal currency at step 285. If access can be purchased, game system330 can present an offer to the user to purchase access to the selectedrestricted in-game action or convenience in-game action at step 290. Ifthe user purchases access at step 295, the game engine can then performthe action at step 280 and the user's account can be debited theappropriate amount of virtual or legal currency. However, if accesscannot be purchased at step 285, or if access is not purchased at step295, then the game system will not perform the action and may inform theuser that the in-game action was not performed and/or that the selectedin-game action is not available.

One skilled in the art would appreciate that FIGS. 2A and 2B arepresented merely as an example of an embodiment of one type of onlinegame on one type of client system and that the present disclosure isintended to encompass a variety of game types that offer a variety ofin-game actions on a variety of client systems.

Data Flow

FIG. 3 depicts a schematic of system 300 and data flow between thecomponents of system 300. System 300 can include a client system 330 anda game networking system 320. Client system 330 and game networkingsystem 320 can each have a corresponding data store such as localstorage medium 335 and game data storage medium 324, respectively. Gamenetworking system 320 can also have one or more servers that cancommunicate with client system 330 over an appropriate network. Gamenetworking system 320 can have an internet server 322A for communicatingwith client system 330 the Internet. Similarly, game networking system320 can have a mobile server 322B for communicating with client system330 via a mobile network (e.g., GSM, PCS, Wi-Fi, WPAN, etc.). In someembodiments, one server may be able to communicate with client system330 over both the Internet and a mobile network. In other embodiments,separate servers can be used.

Client system 330 can communicate with game networking system 320 toreceive webpages, messages, transmit data to and receive data 340, 350(e.g., game inputs, web pages, data transfers, etc.) from gamenetworking system 320. In a similar fashion, game networking system 320can communicate data packets 340, 350, including HTTP packets, datarequests, transaction information, updates, etc. At some other time, orat the same time, game networking system 320 can communicate data (e.g.,game state information, game system account information, page info,messages, etc.) with other networking systems, such as a socialnetworking system (e.g., Facebook, Myspace, etc.).

Communication between client system 330 and game networking system 320can occur over any appropriate electronic communication medium ornetwork using any suitable communications protocols. For example, clientsystem 330, as well as various servers of the systems described herein,may include Transport Control Protocol/Internet Protocol (TCP/IP)networking stacks to provide for datagram and transport functions. Ofcourse, any other suitable network and transport layer protocols can beutilized.

In addition, hosts or end-systems described herein may use a variety ofhigher layer communications protocols, including client-server (orrequest-response) protocols, such as the HyperText Transfer Protocol(HTTP) and other communications protocols, such as HTTP-S, FTP, SNMP,TELNET, and a number of other protocols, may be used. In addition, aserver in one interaction context may be a client in another interactioncontext. Still further, in particular implementations, the informationtransmitted between hosts may be formatted as HyperText Markup Language(HTML) documents. Other structured document languages or formats can beused, such as XML, and the like. Executable code objects, such asJavaScript and ActionScript, can also be embedded in the structureddocuments.

In some client-server protocols, such as the use of HTML over HTTP, aserver generally transmits a response to a request from a client. Theresponse may comprise one or more data objects. For example, theresponse may comprise a first data object, followed by subsequentlytransmitted data objects. In one implementation, for example, a clientrequest may cause a server to respond with a first data object, such asan HTML page, which itself refers to other data objects. A clientapplication, such as a browser, will request these additional dataobjects as it parses or otherwise processes the first data object.

Systems and Methods

In various example embodiments, one or more described webpages may beassociated with a networking system or networking service. However,alternate embodiments may have application to the retrieval andrendering of structured documents hosted by any type of networkaddressable resource or web site. Additionally, as used herein, a “user”may be an individual, a group, or an entity (such as a business or thirdparty application).

Particular embodiments may operate in a wide area network environment,such as the Internet, including multiple network addressable systems.FIG. 4 illustrates an example network environment, in which variousexample embodiments may operate. Network cloud 460 generally representsone or more interconnected networks, over which the systems and hostsdescribed herein can communicate. Network cloud 460 may includepacket-based wide area networks (such as the Internet), privatenetworks, wireless networks, satellite networks, cellular networks,paging networks, and the like. As FIG. 4 illustrates, particularembodiments may operate in a network environment comprising one or morenetworking systems, such as game networking system 420, and one or moreclient devices 430. Client devices 430 are operably connected to thenetwork environment via a network service provider, a wireless carrier,or any other suitable means.

Game networking system 420 is a network addressable system that, invarious example embodiments, comprises one or more physical servers 422and data stores 424. The one or more physical servers 422 are operablyconnected to computer network 460 via, by way of example, a set ofrouters and/or networking switches 426. In an example embodiment, thefunctionality hosted by the one or more physical servers 122 may includeweb or HTTP servers, FTP servers, as well as, without limitation,webpages and applications implemented using Common Gateway Interface(CGI) script, PHP Hyper-text Preprocessor (PHP), Active Server Pages(ASP), Hyper Text Markup Language (HTML), Extensible Markup Language(XML), Java, JavaScript, Asynchronous JavaScript and XML (AJAX), Flash,ActionScript, and the like.

Physical servers 422 may host functionality directed to the operationsof game networking system 420. Hereinafter servers 422 may be referredto as server 422, although server 422 may include numerous servershosting, for example, game networking system 420, as well as othercontent distribution servers, data stores, and databases. Data store 424may store content and data relating to, and enabling, operation of thegame networking system 420 as digital data objects. A data object, inparticular implementations, is an item of digital information typicallystored or embodied in a data file, database or record. Content objectsmay take many forms, including: text (e.g., ASCII, SGML, HTML), images(e.g., jpeg, tif and gif), graphics (vector-based or bitmap), audio,video (e.g., mpeg), or other multimedia, and combinations thereof.Content object data may also include executable code objects (e.g.,games executable within a browser window or frame), podcasts, etc.Logically, data store 424 corresponds to one or more of a variety ofseparate and integrated databases, such as relational databases andobject-oriented databases, that maintain information as an integratedcollecting of logically related records or files stored on one or morephysical systems. Structurally, data store 424 may generally include oneor more of a large class of data storage and management systems. Inparticular embodiments, data store 424 may be implemented by anysuitable physical system(s) including components, such as one or moredatabase servers, mass storage media, media library systems, storagearea networks, data storage clouds, and the like. In one exampleembodiment, data store 424 includes one or more servers, databases(e.g., MySQL), and/or data warehouses. Data store 424 may include dataassociated with different game networking system 420 users and/or clientdevices 430.

Client device 430 is generally a computer or computing device includingfunctionality for communicating (e.g., remotely) over a computernetwork. Client device 430 may be a desktop computer, laptop computer,personal digital assistant (PDA), in- or out-of-car navigation system,smart phone or other cellular or mobile phone, or mobile gaming device,among other suitable computing devices. Client device 430 may executeone or more client applications, such as a web browser (e.g., MicrosoftInternet Explorer, Mozilla Firefox, Apple Safari, Google Chrome, andOpera, etc.), to access and view content over a computer network. Inparticular implementations, the client applications allow a user ofclient device 430 to enter addresses of specific network resources to beretrieved, such as resources hosted by networking system 420. Theseaddresses can be Uniform Resource Locators, or URLs. In addition, once apage or other resource has been retrieved, the client applications mayprovide access to other pages or records when the user “clicks” onhyperlinks to other resources. By way of example, such hyperlinks may belocated within the webpages and provide an automated way for the user toenter the URL of another page and to retrieve that page.

A webpage or resource embedded within a webpage, which may itselfinclude multiple embedded resources, may include data records, such asplain textual information, or more complex digitally encoded multimediacontent, such as software programs or other code objects, graphics,images, audio signals, videos, and so forth. One prevalent markuplanguage for creating webpages is the Hypertext Markup Language (HTML).Other common web browser-supported languages and technologies includethe Extensible Markup Language (XML), the Extensible Hypertext MarkupLanguage (XHTML), JavaScript, Flash, ActionScript, Cascading Style Sheet(CSS), and, frequently, Java. By way of example, HTML enables a pagedeveloper to create a structured document by denoting structuralsemantics for text and links, as well as images, web applications andother objects that can be embedded within the page. Generally, a webpagemay be delivered to a client as a static document, however, through theuse of web elements embedded in the page, an interactive experience maybe achieved with the page or a sequence of pages. During a user sessionat the client, the web browser interprets and displays the pages andassociated resources received or retrieved from the website hosting thepage, as well as, potentially, resources from other websites.

When a user at a client device 430 desires to view a particular webpage(hereinafter also referred to as target structured document) hosted bygame networking system 420, the user's web browser, or other documentrendering engine or suitable client application, formulates andtransmits a request to networking system 420. The request generallyincludes a URL or other document identifier as well as metadata or otherinformation. By way of example, the request may include informationidentifying the user, such as a user ID, as well as informationidentifying or characterizing the web browser or operating systemrunning on the user's client computing device 430. The request may alsoinclude location information identifying a geographic location of theuser's client device or a logical network location of the user's clientdevice. The request may also include a timestamp identifying when therequest was transmitted.

FIG. 5 illustrates an example computing system architecture, which maybe used to implement a server 422 or a client device 430. In oneembodiment, hardware system 500 comprises a processor 502, a cachememory 504, and one or more executable modules and drivers, stored on atangible computer readable medium, directed to the functions describedherein. Additionally, hardware system 500 may include a high performanceinput/output (I/O) bus 506 and a standard I/O bus 508. A host bridge 510may couple processor 502 to high performance I/O bus 506, whereas I/Obus bridge 512 couples the two buses 506 and 508 to each other. A systemmemory 514 and one or more network/communication interfaces 516 coupleto bus 506. Hardware system 500 may further include video memory (notshown) and a display device coupled to the video memory. Mass storage518, and I/O ports 520 couple to bus 508. Hardware system 500 mayoptionally include a keyboard and pointing device, and a display device(not shown) coupled to bus 508. Collectively, these elements areintended to represent a broad category of computer hardware systems,including but not limited to general purpose computer systems based onthe x86-compatible processors manufactured by Intel Corporation of SantaClara, Calif., and the x86-compatible processors manufactured byAdvanced Micro Devices (AMD), Inc., of Sunnyvale, Calif., as well as anyother suitable processor.

The elements of hardware system 500 are described in greater detailbelow. In particular, network interface 516 provides communicationbetween hardware system 500 and any of a wide range of networks, such asan Ethernet (e.g., IEEE 802.3) network, a backplane, etc. Mass storage518 provides permanent storage for the data and programming instructionsto perform the above-described functions implemented in servers 422,whereas system memory 514 (e.g., DRAM) provides temporary storage forthe data and programming instructions when executed by processor 502.I/O ports 520 are one or more serial and/or parallel communication portsthat provide communication between additional peripheral devices, whichmay be coupled to hardware system 500.

Hardware system 500 may include a variety of system architectures; andvarious components of hardware system 500 may be rearranged. Forexample, cache 504 may be on-chip with processor 502. Alternatively,cache 504 and processor 502 may be packed together as a “processormodule,” with processor 502 being referred to as the “processor core.”Furthermore, certain embodiments of the present invention may notrequire nor include all of the above components. For example, theperipheral devices shown coupled to standard I/O bus 508 may couple tohigh performance I/O bus 506. In addition, in some embodiments, only asingle bus may exist, with the components of hardware system 500 beingcoupled to the single bus. Furthermore, hardware system 500 may includeadditional components, such as additional processors, storage devices,or memories.

An operating system manages and controls the operation of hardwaresystem 500, including the input and output of data to and from softwareapplications (not shown). The operating system provides an interfacebetween the software applications being executed on the system and thehardware components of the system. Any suitable operating system may beused, such as the LINUX Operating System, the Apple Macintosh OperatingSystem, available from Apple Computer Inc. of Cupertino, Calif., UNIXoperating systems, Microsoft (r) Windows(r) operating systems, BSDoperating systems, and the like. Of course, other implementations arepossible. For example, the functions described herein may be implementedin firmware or on an application specific integrated circuit.

Furthermore, the above-described elements and operations can becomprised of instructions that are stored on non-transitory storagemedia. The instructions can be retrieved and executed by a processingsystem. Some examples of instructions are software, program code, andfirmware. Some examples of non-transitory storage media are memorydevices, tape, disks, integrated circuits, and servers. The instructionsare operational when executed by the processing system to direct theprocessing system to operate in accord with the invention. The term“processing system” refers to a single processing device or a group ofinter-operational processing devices. Some examples of processingdevices are integrated circuits and logic circuitry. Those skilled inthe art are familiar with instructions, computers, and storage media.

Miscellaneous

One or more features from any embodiment may be combined with one ormore features of any other embodiment without departing from the scopeof the invention.

A recitation of “a”, “an,” or “the” is intended to mean “one or more”unless specifically indicated to the contrary.

The present disclosure encompasses all changes, substitutions,variations, alterations, and modifications to the example embodimentsherein that a person having ordinary skill in the art would comprehend.Similarly, where appropriate, the appended claims encompass all changes,substitutions, variations, alterations, and modifications to the exampleembodiments herein that a person having ordinary skill in the art wouldcomprehend.

For example, the processes described herein may be implemented usinghardware components, software components, and/or any combinationthereof. By way of example, while embodiments of the present disclosurehave been described as operating in connection with a networkingwebsite, various embodiments of the present invention can be used inconnection with any communications facility that supports webapplications. Furthermore, in some embodiments the term “web service”and “website” may be used interchangeably and additionally may refer toa custom or generalized API on a device, such as a mobile device (e.g.,cellular phone, smart phone, personal GPS, personal digital assistance,personal gaming device, etc.), that makes API calls directly to aserver. The specification and drawings are, accordingly, to be regardedin an illustrative rather than a restrictive sense. It will, however, beevident that various modifications and changes may be made thereuntowithout departing from the broader spirit and scope of the invention asset forth in the claims and that the invention is intended to cover allmodifications and equivalents within the scope of the following claims.

1. A system, comprising: a data store of game state informationcorresponding to one or more instances of a computer-implemented game; amobile server in communication with the data store and operative toimplement a mobile user interface on a mobile client device, the mobileuser interface providing access to a set of mobile in-game actionsallowing a user to perform a first set of in-game actions related to agame event; and an Internet server in communication with the data storeand operative to implement a browser on a client system, the browserproviding access to a set of browser in-game actions allowing the userto perform a second set of in-game actions related to the game event,wherein the first set of in-game actions related to the game event issmaller in number than the second set of in-game actions related to thegame event.
 2. The system of claim 1, wherein the mobile user interfaceis accessible by the mobile client device, alternative to the browser.3. The system of claim 1, wherein the game event is an outcome of one ofan engagement, a provision of access, rights or benefits associated withthe user, or an obtaining of an asset.
 4. The system of claim 3, whereinthe asset is any one or a combination of health, money, strength,inventory, and land.
 5. The system of claim 1, wherein the game event isdetermined by any one or a combination of game rules, player characterin-game actions, player character state, game state, and interaction ofother players.
 6. The system of claim 1, wherein the first set ofin-game actions is a subset of the second set of in-game actions.
 7. Thesystem of claim 1, wherein the first set of actions includes at leastone in-game action that is not included in the second set of in-gameactions.
 8. The system of claim 7, wherein the at least one in-gameaction includes one or more convenience in-game actions, eachconvenience in-game action allowing single-action performance of acorresponding action in the second set of in-game actions with respectto a plurality of in-game objects.
 9. The system of claim 1, wherein thesecond set of in-game actions includes at least one in-game action thatis not included in the first set of in-game actions.
 10. Acomputer-implemented method, comprising: storing game state informationcorresponding to one or more instances of a computer-implemented game;implementing, using a mobile server in communication with the datastore, a mobile user interface on a mobile client device, the mobileuser interface providing access to a set of mobile in-game actionsallowing a user to perform a first set of in-game actions related to agame event; and implementing, using an Internet server in communicationwith the data store, a browser on a client system, the browser providingaccess to a set of browser in-game actions allowing the user to performa second set of in-game actions related to the game event, wherein thefirst set of in-game actions related to the game event is smaller innumber than the second set of in-game actions related to the game event.11. The computer-implemented method of claim 10, wherein the first setof in-game actions is a subset of the second set of in-game actions. 12.The computer-implemented method of claim 10, wherein the first set ofactions includes at least one in-game action that is not included in thesecond set of in-game actions.
 13. The computer-implemented method ofclaim 12, wherein the at least one in-game action includes one or moreconvenience in-game actions, each convenience in-game action allowingsingle-action performance of a corresponding action in the second set ofin-game actions with respect to a plurality of in-game objects.
 14. Thecomputer-implemented method of claim 10, wherein the second set ofin-game actions includes at least one in-game action that is notincluded in the first set of in-game actions.
 15. A computer-readablestorage medium storing a set of instructions which, when executed by atleast one processor, causes the at least one processor to performoperations, comprising: storing game state information corresponding toone or more instances of a computer-implemented game; implementing,using a mobile server in communication with the data store, a mobileuser interface on a mobile client device, the mobile user interfaceproviding access to a set of mobile in-game actions allowing a user toperform a first set of in-game actions related to a game event; andimplementing, using an Internet server in communication with the datastore, a browser on a client system, the browser providing access to aset of browser in-game actions allowing the user to perform a second setof in-game actions related to the game event, wherein the first set ofin-game actions related to the game event is smaller in number than thesecond set of in-game actions related to the game event.
 16. Thecomputer-readable storage medium of claim 15, wherein the first set ofin-game actions is a subset of the second set of in-game actions. 17.The computer-readable storage medium of claim 15, wherein the first setof actions includes at least one in-game action that is not included inthe second set of in-game actions.
 18. The computer-readable storagemedium of claim 17, wherein the at least one in-game action includes oneor more convenience in-game actions, each convenience in-game actionallowing single-action performance of a corresponding action in thesecond set of in-game actions with respect to a plurality of in-gameobjects.
 19. The computer-readable storage medium of claim 15, whereinthe second set of in-game actions includes at least one in-game actionthat is not included in the first set of in-game actions.
 20. Thecomputer-readable storage medium of claim 15, wherein the game event isan outcome of one of an engagement, a provision of access, rights orbenefits associated with the user, or an obtaining of an asset.